💿🐜 Antkeeper source code https://antkeeper.com
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

237 lines
5.9 KiB

/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "game/state/options-menu.hpp"
#include "game/state/main-menu.hpp"
#include "game/state/controls-menu.hpp"
#include "game/state/graphics-menu.hpp"
#include "game/state/sound-menu.hpp"
#include "game/state/language-menu.hpp"
#include "game/state/pause-menu.hpp"
#include "game/save.hpp"
#include "game/menu.hpp"
#include "animation/ease.hpp"
#include "animation/animation.hpp"
#include "animation/animator.hpp"
#include "application.hpp"
#include "scene/text.hpp"
#include "debug/logger.hpp"
namespace game {
namespace state {
options_menu::options_menu(game::context& ctx):
game::state::base(ctx)
{
ctx.logger->push_task("Entering options menu state");
// Construct menu item texts
scene::text* controls_text = new scene::text();
scene::text* graphics_text = new scene::text();
scene::text* sound_text = new scene::text();
scene::text* language_text = new scene::text();
scene::text* back_text = new scene::text();
// Set content of menu item texts
controls_text->set_content((*ctx.strings)["options_menu_controls"]);
graphics_text->set_content((*ctx.strings)["options_menu_graphics"]);
sound_text->set_content((*ctx.strings)["options_menu_sound"]);
language_text->set_content((*ctx.strings)["options_menu_language"]);
back_text->set_content((*ctx.strings)["back"]);
// Build list of menu item texts
ctx.menu_item_texts.push_back({controls_text, nullptr});
ctx.menu_item_texts.push_back({graphics_text, nullptr});
ctx.menu_item_texts.push_back({sound_text, nullptr});
ctx.menu_item_texts.push_back({language_text, nullptr});
ctx.menu_item_texts.push_back({back_text, nullptr});
// Init menu item index
game::menu::init_menu_item_index(ctx, "options");
game::menu::update_text_color(ctx);
game::menu::update_text_font(ctx);
game::menu::align_text(ctx, true);
game::menu::update_text_tweens(ctx);
game::menu::add_text_to_ui(ctx);
game::menu::setup_animations(ctx);
// Construct menu item callbacks
auto select_controls_callback = [&ctx]()
{
// Disable controls
game::menu::clear_controls(ctx);
// Return to main menu
game::menu::fade_out
(
ctx,
[&ctx]()
{
// Queue change to controls menu state
ctx.function_queue.push
(
[&ctx]()
{
ctx.state_machine.pop();
ctx.state_machine.emplace(new game::state::controls_menu(ctx));
}
);
}
);
};
auto select_graphics_callback = [&ctx]()
{
// Disable controls
game::menu::clear_controls(ctx);
// Return to main menu
game::menu::fade_out
(
ctx,
[&ctx]()
{
// Queue change to graphics menu state
ctx.function_queue.push
(
[&ctx]()
{
ctx.state_machine.pop();
ctx.state_machine.emplace(new game::state::graphics_menu(ctx));
}
);
}
);
};
auto select_sound_callback = [&ctx]()
{
// Disable controls
game::menu::clear_controls(ctx);
// Return to main menu
game::menu::fade_out
(
ctx,
[&ctx]()
{
// Queue change to sound menu state
ctx.function_queue.push
(
[&ctx]()
{
ctx.state_machine.pop();
ctx.state_machine.emplace(new game::state::sound_menu(ctx));
}
);
}
);
};
auto select_language_callback = [&ctx]()
{
// Disable controls
game::menu::clear_controls(ctx);
// Return to main menu
game::menu::fade_out
(
ctx,
[&ctx]()
{
// Queue change to language menu state
ctx.function_queue.push
(
[&ctx]()
{
ctx.state_machine.pop();
ctx.state_machine.emplace(new game::state::language_menu(ctx));
}
);
}
);
};
auto select_back_callback = [&ctx]()
{
// Disable controls
game::menu::clear_controls(ctx);
// Save config
game::save::config(ctx);
game::menu::fade_out
(
ctx,
[&ctx]()
{
// Queue change to main menu state
ctx.function_queue.push
(
[&ctx]()
{
ctx.state_machine.pop();
if (ctx.resume_callback)
ctx.state_machine.emplace(new game::state::pause_menu(ctx));
else
ctx.state_machine.emplace(new game::state::main_menu(ctx, false));
}
);
}
);
};
// Build list of menu select callbacks
ctx.menu_select_callbacks.push_back(select_controls_callback);
ctx.menu_select_callbacks.push_back(select_graphics_callback);
ctx.menu_select_callbacks.push_back(select_sound_callback);
ctx.menu_select_callbacks.push_back(select_language_callback);
ctx.menu_select_callbacks.push_back(select_back_callback);
// Build list of menu right callbacks
ctx.menu_right_callbacks.resize(5, nullptr);
// Build list of menu left callbacks
ctx.menu_left_callbacks.resize(5, nullptr);
// Set menu back callback
ctx.menu_back_callback = select_back_callback;
// Queue menu control setup
ctx.function_queue.push(std::bind(game::menu::setup_controls, std::ref(ctx)));
// Fade in menu
game::menu::fade_in(ctx, nullptr);
ctx.logger->pop_task(EXIT_SUCCESS);
}
options_menu::~options_menu()
{
ctx.logger->push_task("Exiting options menu state");
// Destruct menu
game::menu::clear_controls(ctx);
game::menu::clear_callbacks(ctx);
game::menu::delete_animations(ctx);
game::menu::remove_text_from_ui(ctx);
game::menu::delete_text(ctx);
ctx.logger->pop_task(EXIT_SUCCESS);
}
} // namespace state
} // namespace game